using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D grass;
        Texture2D path;
        Level level = new Level();

        Camera camera;
        KeyboardState teclado = new KeyboardState();
        public Rectangle pontoRectangle;
        public Texture2D ponto;

        int x = 0;
        int y = 0;
        Texture2D pathTextura;
        Vector2 pathPosicao;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferWidth = 800;//level.Width * 32;
            graphics.PreferredBackBufferHeight = 600;//level.Height * 32;
            graphics.ApplyChanges();

            IsMouseVisible = true;

        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            camera = new Camera(GraphicsDevice.Viewport);
          //  level.carregarMapa();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            ponto = Content.Load<Texture2D>("ponto");
            grass = Content.Load<Texture2D>("grass");
            pathTextura = Content.Load<Texture2D>("path");
            pontoRectangle = new Rectangle(0, 0, 100, 100);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

           MouseState mouseS = Mouse.GetState();

            teclado = Keyboard.GetState();
            if (teclado.IsKeyDown(Keys.Right))
            {
                pontoRectangle.X -= 30;
                
            }
            if (teclado.IsKeyDown(Keys.Left))
            {
                pontoRectangle.X += 30;
                
            }
            if (teclado.IsKeyDown(Keys.Up))
            {
                pontoRectangle.Y -= 5;
            }
            if (teclado.IsKeyDown(Keys.Down))
            {
                pontoRectangle.Y += 5;
            }


            // TODO: Add your update logic here
            camera.Update(gameTime, this);
            base.Update(gameTime);


        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            
            spriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, null,null,null,null, camera.transform);
            //spriteBatch.Begin();
            //spriteBatch.Draw(ponto, pontoRectangle, Color.White);
            //level.Draw(spriteBatch);
            for (x = 0; x < 800; x++)
            {
                spriteBatch.Draw(pathTextura, pathPosicao = new Vector2(x* 3,0), Color.White);
                spriteBatch.Draw(pathTextura, pathPosicao = new Vector2(x * 3, graphics.PreferredBackBufferHeight - pathTextura.Height), Color.White);
            }

            spriteBatch.End();
            

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
